Here’s a Pokemon Mystery Dungeon 2: Explorers of Time and Darkness walkthrough by Bulby101 and a starter guide by Arthur Tam. Wonder mail codes have been added at the end. Since I’ve been getting a lot of emails asking for these guides, I thought I’d put them all in one newsitem. — If you want to skip to the detailed starter Pokemon guide, scroll halfway down this page and look for the DS Lite test picture.

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Pokemon Mystery Dungeon 2: Explorers of Time and Darkness WALKTHROUGH.

Once you’re a team member, you can start your journey. It’s time to explore your way through randomly generated dungeons as you attempt to overcome an evil Pokemon bent on stealing the Time Gears and plunging the world into eternal darkness.
Table of Contents:

The boss of the next dungeon is a level 30 Groundon. Unless you have
a good supply of items and super-effective moves, take the Forest Path a
couple of times to level up. There is no extra path before the next dungeon
like there was the past three dungeons.

*Zapdos will appear on floor 7 of Amp Plains if you have the Secret
Slab or Mystery Part after you unlock Marine Resort.
*Pichu and Pikachu appear on floors 9-10(Amp Plains) and 1-4(Far Amp
Plains) after you beat Mystifiing Forest.
*Luxray will appear on floors 5-9(Far Amp Plains) after Chapter 15.

————————————————————————–
Crystal Cave
2.25
————————————————————————–
At the end of the dungeon, you will find yourself facing a puzzle. There are
three crystal pillars, and to proceed to Crystal Crossing, you must turn them
all blue.

Gastly, Haunter, Misdreavus, and Banette all have the Pass-Through terrain
ability. That means that they can walk right through walls, a place you
cannot attack it, even if the pokemon is on the edge of a wall. If one
sneaks up on you, just keep moving until you force it out of the wall, and
into your reach.

Mismagius has the Pass-Through terrain ability. That means that they can
walk right through walls, a place you cannot attack it, even if the pokemon
is on the edge of a wall. If one sneaks up on you, just keep moving until
you force it out of the wall, and into your reach.

In the dungeon after this, you will face a very difficult dungeon as well as
the final boss. If you don’t think you’re high enough level, you can go back
to the town and spend as much time as you want. To do this, just go down
instead of up when entering the dungeon.

At the end of the this dungeon is the final boss of the pre-ending: Primal
Dialga. He is level 48, but I beat him with my partner and I at level 41.
I had to return to the town and level up from 38, because I couldn’t beat
him, however, one of my friends EASILY beat him at 38. So, its all the
matter of strategy,items, pokemon, and moves. I’d say the minimum you
need to be is 37, and at least 40 if you want a good chance. His only
weaknesses are gound and fighting.
Now, for the difficult pokemon in this dungeon. Not only is Dialga difficult,
but the ascend to his throne is difficult. All three Porygons have the move
Discharge, which is an electric move that effects the entire room. If you
are
in a hallway, it affects the entire hallway. Another thing to watch out for
is Salamence. He is just plain stronger than the other pokemon, and will
be an annoyance if you don’t have a super-effective move. He has the move
Dragon Breath, which shoots in a straight line and can paralyze.

There’s a whopping 16 different starters to choose from, and this time there’s no gender restrictions on specific Pokemon. Now you can be a male Skitty, and the game won’t judge you. I mean, your friends still will, and if you publicly admit to doing it on purpose nobody will ever respect you again, but at least you have that choice, hmm?

Veterans of the game might be dismayed to see some of their favorites gone, having had their slots replaced by newer Pokemon. You may want to figure out who you want now. Cause I’m not doing it for you.

IMPORTANT NOTE: If you’re one of those completionists, it turns out that the Treecko family is only available from a special sidequest area if you don’t start with one, so if you don’t want to wait until WAY later in the game to get one, get it now.

There’s 16 different personality types, and depending on which gender you choose, will alter the way they determine who you will end up. I’ve listed them below, and all you need to do is run a quick search to see where your fate will take you. Or where you want to take your fate.

Once you’ve gotten a starter, you’ll get a lecture on what your personality
type means, and after being warned about the inherent dangers of your
tendencies (because nobody knows how to psychoanalyze your whole life like a
video game) you will be given a random 7 out of the other possible Pokemon
that you would be able to pick, which are all the starters that are not the
same elemental type as your starter, and not a normal type Pokemon. That
means that starting as a fire/water/grass type would give you 7 out of 10
choices, normal type Pokemon (Skitty, Munchlax, Meowth) would give you 7 out
of 13 choices, and picking Pikachu would allow you to choose 7 out of 12
choices. And if you don’t see the partner that you want…it’s because you
fail at life.

Haha, just kidding. The game’s only doing it because it loooooves you.

Just give it another go, and the choice you want will eventually show up.
Aside from the crushing frustration of having to get both your starter and
partner right, it should be a snap.

Found something you like? Good. Didn’t find anything you liked? Too bad, pick
one and deal with it. Or just plain indecisive? Then allow me to be your
puppetmaster. Here’s a short synopsis of what you can expect from each
starter.

– Grass types: You’ve got weaknesses against Flying, Fire, Ice, and Poison,
unless you’re Bulbasaur, who gets an additional weakness against Psychic
types and loses resistance to Ground, in exchange for removing the weakness
to Poison. The good news is that early on, you’ll only have to be concerned
with Flying and Poison, and even then it’s not much of a factor. And all the
Water, Rock, and Ground types are going to be fleeing from you (not literally
but pretty close). Overall, it’s the best at the early game and not as good
later on without support.

Bulbasaur is your basic Grass Type, who has pretty basic moves. For Grass
types. If you like tradition, this guy’s for you.

Chikorita used to be a throwaway character in Gold and Silver, but here,
we’ve got plenty to go with. In addition to your usual Grass type fare, you
get Synthesis fairly early (which will save you more than you can count)
and later on, Aromatherapy, making it a solid choice for either your main
or partner.

Treecko has both an absurd Attack stat and gets plenty to choose from,
including the coveted Agility, Screech to link to your physical attacks, and
Pursuit for some heavy protection. If you need a physical attacker who can
tear foes to shreds once you get ahold of Leaf Blade (which will only be
available once you get it to evolve, which is a long, long aways), choose
Treecko.

Turtwig plays much like Bulbasaur, but without status inducing moves.
However, he more than makes up for it with the early acquirement of the
largest variety of offensive Grass moves out of all of the Grass starters,
plus can earn the fury of Leaf Storm later on and eventually becomes part
Ground type at the third evolution. If you want a jack of all trades, go with
Turtwig.

Good partners for Grass types would be Water types. Fire types and Electric
types wouldn’t be out of the question, though.

– Fire types: Fire types generally sport better attack power in exchange for
defensive ability, which is not a bad strategy if you’re the first to strike.
They’re weak to Water, Rock and Ground types, which may be a problem early on
if you’re not careful, but will destroy Grass types before they get a chance
to inflict their various statuses of doom upon you, and Steel types who
are mostly built like tanks and cause other types major problems. Plus, you
never know when you need to lay the smackdown on Ice types.

Charmander is arguably one of the best Fire types in the game, and sports a
tremendous range of moves to choose from when you get to Charizard. Scary
Face is a good move to have, and Dragon Rage is a killer move in the early
game. In addition, Charizard also gets the Flying type, which isn’t too much
of a hassle since you can smack away most Electric types before they can do
anything. It’ll allow you to cross holes. Oh, and Heat Wave. It affects the
entire room but doesn’t hit your partners. Lifesaver, that attack.

Cyndaquil is the only Fire type to stay a Fire type for their entire career,
in exchange for better Fire moves, much like Squirtle does for Water types.
It’s more balanced compared to other Fire types, though.

Torchic and Chimchar are almost identical in terms of abilities and stats,
as both evolve into fighting types later on and focus on physical attacks
while sacrificing defense like I earlier noted. Not that it’s a bad thing:
both can pretty much take on anything at the higher levels.

Fire types benefit from Grass Types, but if you’re prepared to take on Ground
and Rock types (by picking Chimchar), Pikachu can also come along.

– Water types: They’re okay, but not too spectacular or too weak, so if
you can’t pick between offense and defense, Water types may be your thing.
Plus, they get resistances to many of the early opponents, so at least you’re
ahead in that aspect. Just watch out for Electric and Grass types. Yeesh.

Squirtle isn’t as ridiculously defensive as it was in the first version, but
his special attacks sure have gotten stronger. It’s both a good main and
partner, since as your main you have full control over its attacks, but as a
partner can provide invaluable support from the rear. It’s pretty balanced
in terms of stats..

Totodile is a physical attacker. While it may have had a huge disadvantage at
the start of his career in the Pokemon games, since D/P, they’ve shored up
his moveset with all sorts of bone crushing attacks. Not a bad choice overall.

Mudkip is okay, but until you get the secondary Ground type, you won’t be able
to use its abilities to the fullest. Until then, enjoy abusing use of the
terror that is Mud-slap.

Piplup is a whole new kind of game compared to other Water types: in addition
to gaining the Steel type at the third evolution, it also has Flying moves!
This will pretty much keep those pesky Grass types at bay. It sports heavy
special attack and special defense, making it an ideal ranged fighter.
Just watch out for Steel weaknesses and prolonged melee battle, and you’re in
the clear.

Water types are good with Grass types, but in the right circumstances are
also fine with any of the other starters since they’re so balanced.

Pikachu: Most of the game is going to really fight against your Electric type,
but you also gain a most invaluable power to paralyze early on. Good luck on
playing as Pikachu.

You should probably go with Water or Grass types, as Fire types are also weak
to Rock and Ground types, and that’s pretty dangerous if you don’t have
direct control over them.

Normal types: About the last thing you can say about them is that they’re
normal. Since Normal types are basically the neutral type of the game, you’re
neither effective or ineffective to most of the other types, which means your
main strategy is to build up as much power as you can get and let loose
whenever possible. Rock and Steel types are particularly a big problem, but
you should pick a partner who is capable of handling it.

Meowth is a pretty plain Pokemon, except it has Technician, which boosts the
power of weak attacks by 50%, which makes Pay Day a really crazy attack.
Plus, you get Dark type attacks to keep the Ghost types away. As a Meowth,
you have the ability to pick up random items based on your level if you don’t
have anything equipped, and as a Persian you can’t be paralyzed. Overall,
pretty balanced (and average), but good.

Skitty would seem like a horrible choice, but with Sing, Covet, and Heal Bell
later on, you’re pretty much a gleefully skipping monster. Normalize gives
all of your attacks the bonus attack power that using the same type of attack
as your type would give you (in this case, Normal), and Cute Charm will save
you from things more often then you think it would. Normalize allows you to
use every attack in existence as if you were that type, which opens up a
whole slew of strategies that would not apply to most other Pokemon. Attract
isn’t as insane as it was before, so stick with Cute Charm and save the extra
slot for Faint Attack, or Thunder Wave, or Dig, or if you’re particularly
lucky with TMs, Dream Eater, which you can then link to Sing for a really
destructive attack. Muahahahaha.

Munchlax has been stripped of the defensive capabilities that would make him
broken in this game, but you still have Thick Fat, which cuts all Fire and
Ice attacks against you to half their power. It’s mainly a physical attacker,
and with Recycle, you can try out all sorts of options (try Fighting moves!)
and get your TMs back as soon as you use them. As Munchlax, you have the
ability Pickup, which like I explained with Meowth, finds random items if you
don’t have anything equipped. As Snorlax, this changes to an immunity to
poison. And don’t forget Stockpile….it’s one of the best defensive moves in
the game.

Normal type starters can generally go with any other partner they have
available, but remember that Fire and Electric types don’t fare too well
against Rock types, so keep that in mind when choosing. You’ll generally want
partners that lean towards support roles, like ranged attackers and status
inflicters. That goes for all partner matchups, but more so for Normal types.

Anyway, on to the questions list!

———–List of Questions———–

In order to use this list to the fullest potential, I expect that you’ll use
your browser’s search function (in most cases, Ctrl+F) to search for a highly
specific part of your question that contains a unique set of words. For
instance, the question listed directly below this descriptive note has words
such as “final mile,” “last stretch,” and “Stop running.” Any of these three
would bring you straight to where you want to be. On the other hand,
searching for words like “the,” “but,” and “and” is pretty much just plain
silly.

Basically, in order to get the personality type you want, aim for the answers
that add points to that personality’s rating. The questions are picked at
random and may not apply to what you want to get, so in those cases aim for
the question that gives the least amount of points to traits and try to
distribute them evenly to avoid accidently promoting a dominant personality
that you didn’t want to go with. As long as you don’t get too many points in
one trait (an estimated 6-10+ points in one area will cause the game to stop
asking questions), the game will continue to quiz you. You can always reset
the game if you end up with something you don’t like, so keep trying!

Good luck.

Q: You’re in the final mile of a marathon, but the last stretch is exhausting!
What will you do?

A: Hang in there and finish!
Hardy +4
Brave +2

Stop running.
Quirky +4

Find a shortcut.
Bold +4
Rash +2

Q: Would you even consider sticking to a plan to do ten sit-ups a day?

A: Yes! That’s easy!
Impish +4
Sassy +2

Yes. Hard work, though.
Hardy +4

No! Who’d want to do that?!
Quirky +4

Q: What do you do with your allowance?

A: Save it!
Hardy +4

Spend it!
Quirky +4
Hasty +2

Spend half, save half.
Calm +2

I don’t get an allowance!
Lonely +4

Q: You have to move a heavy suitcase. What will you do?

A: Carry it by myself.
Hardy +4
Brave +2

Ask someone to help.
Docile +2

Make someone else do it!
Bold +4
Sassy +2

Q: If you don’t know something, do you come clean and admit it?

A: Of course.
Docile +4
Bold +2

That’s not easy to admit!
Timid +4
Lonely +2

Q: You’re on a walk when you smell something delicious. What do you do?

A: Try to imagine what it is.
Docile +4

Find out what it is!
Naive +4
Rash +2

Think about how hungry I am…
Impish +4

Q: A fortune-teller says that you have a bad future ahead of you. How do you
react?

A: Worry about it!
Docile +4
Timid +2

Forget about it.
Jolly +4
Relaxed +2
Bold +2

Q: You hear a rumor that might make you rich! What do you do?

A: Keep it all to my self.
Bold +4
Timid +2

Share it with friends.
Docile +4
Rash +4

Spread a different rumor!
Impish +4

Q: How do you blow up a balloon?

A: As close to breaking as possible!
Brave +4
Impish +4

Big… but not too big!
Quiet +2

I don’t… It could pop!
Timid +4
Docile +2

Q: Do you state your opinion even when it’s not what everyone else thinks?

A: Yes!
Brave +4
Bold +2

No.
Lonely +4
Timid +2

It depends on the situation.
Calm +2
Quirky +2

Q: You want to reveal that you like someone a whole bunch! What do you do?

A: Show it a little by playing together.
Jolly +4
Calm +2

Make it obvious by…playing a prank!
Lonely +4
Naive +2

State it clearly for all to hear!
Brave +4
Impish +4
Bold +2

Keep it to myself! It’s too risky!
Timid +2

Q: You’re on a stroll when a TV crew pounces on you for an interview. What do
you do?

A: Run away! How embarrassing!
Timid +4

Answer questions properly.
Brave +4
Sassy +4

Yuck it up! Woo-hoo! I’m on TV!
Naive +4
Bold +2

Q: You feel a burst of happiness! How about expressing it with a little dance?

A: Yes!
Jolly +4
Lonely +2

No.
Calm +2

Q: You see a parade coming down the street. What do you do?

A: Stay on the sidelines.
Calm +2

Join the parade!
Jolly +4
Naive +4

Walk away.
Sassy +4
Lonely +2

Q: Your friend tells a joke that’s horribly corny! How do you react?

A: Roll around the floor laughing!
Jolly +4
Naive +2

Just let it go by…
Impish +2
Docile +2

Slap my forehead and groan.
Brave +2

Q: Can you strike up conversations with new people easily?

A: Yes!
Jolly +4
Bold +4

No.
Timid +2
Docile +2

Q: Do you get injured a lot?

A: Yes!
Impish +4
Rash +4

No.
Calm +2

Q: You see a ball on the ground. What do you do?

A: Kick it!
Hasty +2
Sassy +2

Throw it!
Impish +4

Spiff it up, shiny and new!
Lonely +4

Q: What do you think of jungle exploration?

A: Sounds fun!
Impish +4
Naive +2

Not interested.
Quirky +4
Timid +2

Q: You discover a secret passage in a basement. What do you do?

A: Go through it!
Impish +4
Brave +4
Rash +2
Hasty +4

Stay away from it.
Timid +2

Q: Your friend takes a spectacular fall! What do you do?

A: Help my friend up!
Brave +4
Lonely +2

Laugh! It’s too funny!
Naive +4
Impish +4
Rash +2

Q: You’re daydreaming… when your friend sprays you with water! What do you
do?

A: Get mad!
Hasty +4

Get sad.
Lonely +4

Woo-hoo! Water fight!
Jolly +4
Naive +4
Impish +4

Q: Have you ever wanted to communicate with aliens from another planet?

Q: Someone who works at a store suggests an item that isn’t quite what you’re
looking for. But you like this person. What do you do?

A: Say you don’t want it.
Brave +2
Quiet +2

Say thanks… but say no.
Calm +4
Lonely +2

Cave in and buy it.
Rash +2
Timid +2

Q: You run into a new person that you haven’t talked to very much before. What
do you do?

A: Make small talk.
Calm +2

Say nothing!
Quirky +2

Make an excuse to get away!
Timid +4

Q: You think your hear someone call your name. But no ones’s around… so what
was it?

A: Just my imagination.
Relaxed +4

Someone fooling around.
Naive +4
Bold +2

A ghost!
Timid +4

Q: Do you find yourself jumping to the wrong conclusion a lot of the time?

A: Yes.
Hasty +4
Rash +4

No.
Docile +2
Quiet +2

Q: Do you change the channels often while watching TV?

A: Yes!
Hasty +4

No.
Calm +2

Q: You like something at a great bargain! What do you do!

A: Buy it right away!
Hasty +4

Think about whether you need it.
Quiet +2

Demand an even bigger discount!
Bold +4

Q: You’re packing your classroom’s snacks for a picnic when you get hungry.
What do you do?

A: Eat just a tiny bit.
Hasty +4

Hold myself back, and pack it all up.
Hardy +4

What snacks? They’re in my belly!
Rash +4

Q: Are you a rebel at heart?

A: Totally!
Sassy +4

Of course not.
Calm +2

Q: When walking in a group, do you tend to be the one at the front?

A: Of course!
Sassy +4
Lonely +2

No.
Calm +4
Quirky +2

Q: Do you think that you might be a genius?

A: Certainly!
Sassy +4
Naive +2
Jolly +2

Well, not really…
Hardy +2

Q: Your friends seem to be having a fun chat out of earshot. What do you do?

A: Join them and chat along!
Naive +4

Nothing… I’m not interested.
Lonely +4

Eavesdrop from a distance!
Timid +2

Q: Do you like being the center of attention?

A: Yes.
Lonely +4
Sassy +4

No.
Relaxed +2

Q: You’re told to wait in a big, empty room. What do you do?

A: Wait quietly.
Docile +4

Search for something to do.
Naive +4

Wander outside.
Rash +4

Cradle my knees and sit in the corner!
Lonely +4

Q: Do you have lots of stuff you bought, think it was all cool, but don’t use
anymore?

A: Yes.
Quirky +4
Rash +2
Hasty +2

No.
Quiet +2

Q: Have you had any hobbies for a long time?

A: Yes.
Hardy +4

No.
Quirky +4
Hasty +2

Q: Do you often cancel plans to meet others at the last second?

A: Yes.
Quirky +4
Rash +4

No.
Calm +2

Q: Do you like to do things according to plan?

A: Of course!
Hardy +4

I’m not good at planning.
Quirky +4
Rash +2

Plans? Who needs plans?
Relaxed +4

Q: Do you think that lies are sometimes necessary?

A: Yes.
Quiet +4
Bold +4

No.
Brave +4

I don’t know.
Docile +4

Q: You spot a deserted ship on the high seas! What do you think the ship holds?

A: Precious loot!
Naive +4
Jolly +2

Ghosts!
Timid +2

Nothing! The ship is merely a mirage!
Quiet +4

Q: Do you think anything goes when it comes to winning?

A: Of course!
Quiet +4
Sassy +4

No way!
Brave +4

Q: Your friend is crying right in front of you! What made that happen?

A: Someone bullied my friend!
Hasty +4

My friend fell down, no doubt!
Quiet +4

I wonder if it’s my fault?
Timid +2

Q: Your friend says that your shirt is inside out. What do you do?

A: Get embarrassed!
Docile +4

Laugh out loud!
Rash +4

Say that it’s the latest fashion!
Jolly +4

Q: You muster your courage and go to a graveyard at night… and see a woman
soaked to the skin just standing there! What do you do?

A: Run away at full speed!
Timid +2

So what? It’s just a lady.
Naive +4
Sassy +2

Drop down and play dead!
Rash +4

Q: Do you often forget to lock the door when you go out?

A: Yes.
Rash +4
Bold +2

No.
Quiet +2

Q: Have you ever accidentally revealed a personal secret that someone shared
with you?

A: Yes.
Rash +4
Lonely +4

No.
Hardy +2

Q: Would you feel comfortable stating your opinion to a very important person?

A: Of course!
Sassy +4
Brave +4
Bold +2

Not really.
Timid +2

Q: Are you a city person or a country person?

A: I like the city!
Lonely +4
Sassy +2

I like the country!
Calm +4

I like them both!
Quirky +4

Q: You’re about to take the last cookie when your friend wolfs it down! What
do you do?

A: Whatever, it’s just a cookie.
Calm +4

I unleash my cookie fury!
Relaxed +4
Jolly +4

I weep for my lost cookie.
Lonely +4

Q: You’ve spent forever stacking dominoes… One more and you’re done… OH,
NO! You’ve knocked them over! What do you do?

A: I’m too crushed to start again.
Hardy +4

I unleash my full fury!
Docile +4

I set up the dominoes again…
Calm +4
Bold +4

Q: Do you get bothered by noise and ruckus around you?

A: Yes!
Bold +4
Relaxed +2

Not at all.
Lonely +4
Hasty +2

Q: You’ve just stuffed yourself with a good meal when a great dessert arrives.
What do you do?

A: Eat it. Who cares if I’m stuffed?
Hasty +4
Rash +2

Turn it down. It’s too fattening!
Hardy +2

Yum! I love dessert the most!
Bold +4
Jolly +4
Relaxed +2

Q: You have a really important test tomorrow! What do you do?

A: Study all night long.
Hardy +4

Wing it! I’m sure it will be fine!
Relaxed +4

Test?! I think I have a fever…
Naive +4

Q: You’re eating at a restaurant when you abruptly realize that everyone’s
gone! What do you do?

A: Alone?! I look for an employee!
Lonely +4
Docile +4

Who’s worried? I keep eating.
Jolly +4
Relaxed +4

I swipe food from other tables!
Bold +4

Q: Do you find yourself humming or singing often?

A: All the time!
Relaxed +4
Jolly +2

Never.
Quiet +2

Q: The phone’s ringing! What do you do?

A: Answer right away!
Hasty +4
Lonely +4

Wait a bit before answering.
Quiet +2

Ignore it and let it ring.
Timid +2

Q: You’re in class when you realize that you really have to go to the
restroom! What do you do?

A: Ask for permission to leave.
Brave +4
Bold +4

Sneak out.
Hasty +2

Hold on until class ends!
Timid +2

Q: You’re in a play with friends. What kind of role do you prefer?

A: Starring role!
Bold +4

Supporting role.
Jolly +4

Just a bit part.
Quirky +4

Q: You see a cake that is past its expiration date, but only by one day. What
do you do?

A: Not a problem! Chow time!
Brave +4
Relaxed +2

Think about it briefly, then decide.
Timid +2

Get someone to try it first.
Bold +4

Q: You attend a fine dinner at a friend’s house. How do you behave?

A: Devour the food heartily!
Impish +4
Naive +4

Enjoy the meal in polite moderation.
Hardy +2

Ask to take the leftovers home!
Bold +4

———–About Auras———–

At this point, you’ll be told to hold your finger to the screen while the game analyzes your biosignals using what I like to call “moodring tech”. There’s no real point in using your finger, though….the stylus should work just fine.

The way the game figures out which color to go with seems to be mostly based on what you picked as the background color for your DS console window at startup, although it does tend to deviate a bit, especially if you can’t hold your finger/stylus still on the screen.

Many people ask “What does it do?”

Well, right now, there’s only one observable effect from the choice of your aura. If you have a colored ribbon, it will only bestow bonuses if your aura is the same color of that ribbon. All the other ribbons are useless to you.

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About the author

By Ferry Groenendijk: He is the founder and editor of Video Games Blogger. He loved gaming from the moment he got a Nintendo with Super Mario Bros. on his 8th birthday. Learn more about him here and connect with him on Twitter, Facebook and at Google+.